vendredi 17 juillet 2015

Commndo improvement

Good day, i'm writing about disbalance about "Commando" perk. Commando was weakest perk in KF1 - besides all perks received +10% to dmg when update adds 6th lvl in KF1 - Commando wasn't. This perk doesn't have "crowd control" weapons like Firebug (I hope you will add this perk too) or "heavy punch" like support with ability to penetrate with one shot 4-8 zeds and his ability to see cloaked enemies has lost it's crirical actuality - Boss will not engage stealth. Plus now commando see health bar only if zed takes dmg or incorrectly in time (crawlers able to get close without any signs of lifebar) - that's pretty bad.
Now KF2 allows to lvl up to 25 - but in general dmg ouput 25*1% < then 6*10% in KF1 - so in general dmg output was lowered even with aditonal skills (25%+20% < 60%)- with all this new stuff Commando again is weakest perk - that need to be work you should do.
My suggestion - give Commando heavy weapon like Machinegun or Minigun with a lot of punch - that will not override general conception but add variants to gameplay.
On Hell difficulty - very little group of people plays as Commando. Make Commando perk playable to that difficulty - cause only Support and Zerk able to play solo on Hell.
PS. New heavy weapon weight for commando need to be 8 blocks.


Commndo improvement

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